I first posted on BGG, here is the original message
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It's not really for a board game, but rather a video game RPG with a system very similar to the D20 system (Wizardry).
The objective is to avoid the following problems found in many video game RPG:
- Weak players cannot touch very strong creature because even with their maximum roll, the result would be below the target number to hit.
- Strong players cannot miss because their value are so high that even rolling the smallest value is a hit.
- Better stats is not that significant since a character can always catch up by raising levels or getting a better weapon.
I though of a combat system that looks elegant and simple to implement, but I wanted some feed back first.
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The attacker use his attribute (1-20) as his "combat skill" + 1D20 + his level.
He must exceed/equal the defenders passive defense determined by: 10 + passive defense from equipment (1-20)
If the attack succeed, the player can perform multiple attacks. He substract 8 points from his combat skill and roll again for his 2nd attack. The process is repeated continued until the character fails (the -8 is cumulative for each additional attack).
In the system above combat skill increase with level and equipment, defense increase much slower only with equipment. The equipment modifiers gives generally up to +5. It could be possible to add only 1/2 level for less skilled characters in combat (ex:wizards). Of course, 20 are critical hit, and 1 critical failure.
Problems:
- A weak player has little chance to hit a strong enemy and vice versa. So it does not fix the problem mentioned above.
For example, a player with a combat skill of 10 , level 1 vs a creature with a defense of 20:
(10+1)=11 - (10+20)=30 = -19. So the player need to roll 19-20 to hit. 10% chance.
A strong player with a skill of 18, level 10 vs a creature with a defense of 5:
(18+10)=21 - (10+5)=15 = 6, the have the following odds for each attack: 100%, 95%, 55%, 5%.
The player is almost sure to make at least 2 hits all the time.
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Now I thought of an alternative way to manage this to avoid extremes.
- The maximum probability to his is always 80%, and the minimum probability to hit is always 20%.
This has the effect of avoiding impossible or auto hit.
- The maximum level is capped to 20.
This make sure that a character cannot catchup another character by simply adding more levels since he will eventually reach a limit. So basic stats are more valuable.
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What do you think?
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Most people said that it was realistic to use the original rule idea method, but I argued that playability was more important to me than realism.
Some people also suggested that I could use very complex system since it was for a video game RPG and the computer could do all the calculations. But since the game does not focus on story, and I want the game to be playtestable as a table top RPG, I insisted that the rules needed to be simple to implement and must be easy to understand/calculate by a real player.
The original wizardry was very similar to AD&D. This is why I wanted to keep it in the same mechanic philosophy.
I could reduce the min/max% to 10%/90% if people find it too strong.
Else I could try to make multiple random generation and make graphs out of it and see the results.
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My original idea was that combat skill did not increased with level up, but your multi-hit penalty was reduced. Giving you more chances to make multiple hits, but your first attack would always have the same chance to hit.
The problem with that is that it was too complicated for nothing to implement. The solution above was much more elegant, but it lead to a situation where a player would eventually get 100% to hit probability.